CAI-55VTW Vampire Combat Armor (T.W. Variant):

(Inspired by the article in The Rifter #2 by Mark Sumimoto)

While Chipwell power armors are not considered the best designs, they
are some of the most inexpensive designs and in many roles they are adequate.
A person in a suit of Chipwell power armor is still far more dangerous
than a soldier in conventional body armor. Because of this, the designs
are quite popular. One of the most popular is the CAI-50 Challenger combat
armor. Instead of being powered by a fusion reactor, the design uses high
capacity batteries. This gives the armor a limited range and is one of
the weaknesses most complained about by owners of the combat armor. In
many ways, the armor is a mixture of being simple enhanced body armor and
power armor.

One of the variants of the suite is the CAI-50V Vampire Combat Armor.
It is outfitted with weapons to make it more effective against vampires.
This includes a water cannon to fire holy water and wooden claws for use
against vampires. Even a standard Challenger combat armor vastly increases
the wearer’s ability to fight vampires. While far less effective against
other supernatural it is extremely effective against vampires. Several
adventuring groups bought large numbers of these armors for their travels
down in Mexico and Central America.

One of the smaller groups of adventures was quite pleased with the armor
but the techno-wizard in the group saw several ways in which the design
might be improved. With fervor of most techno-wizard, he decided to redesign
it. These improvements included the addition of techno-wizard enchantments
such as “Armor of Ithan” to enable the armor to withstand far more damage
than it can normally. Another key modification is the replacement of the
batteries with a techno-wizard power system that greatly increases the
armors range. In addition, the combat armor carries a techno-wizard battery.
The water cannon is replaced by a techno-wizard water cannon, a techno-wizard
storm flare launcher has been added, a repeating techno-wizard pneumatic
bolt launcher has been added to the right arm, and light blade has been
added as a melee weapon. The light blade is highly effective against both
vampires and normal enemies. Silver plated spikes are mounted around the
armor to help protect it from vampire attacks.

Like many good designs, the armor caught on with others. The design
was quickly copied amongst the other members of the group, and the information
spread once the group set up their base near Arzno. The mage who designed
the armor was glad to recoup some of the financial drain of designing the
suits by selling a pair to the techno-mages in that city, along with copies
of the plans for distribution. While not the most powerful, they are still
quite easy to build and the base suits are easy to import.

Notes:[1] These are small and difficult targets to strike, requiring the
attacker to make a “called shot;” but even then the attacker is -4 to strike.
[2] Destroying the head will eliminate all optics and sensor systems
and has a 1-70% chance of knocking the pilot unconscious. If still conscious,
the pilot must then rely on his own vision and senses. No power armor combat
bonuses to strike, parry, and dodge. Note: The head is a small and difficult
target to hit, especially on a moving target. Therefore, it can only be
hit on a called shot at a penalty of -3 to strike.
[3] Depleting the M.D.C. of the main body will shut down the armor,
rendering it useless.
[4] Magical “Armor of Ithan” force field requires 10 P.P.E. to activate (comes
from either the wearer or the P.P.E. Storage Battery) and has a duration
of eight minutes (32 melee) per activation.

SpeedRunning: 40 mph (64 kph) maximum. Note that running does tire
the pilot, but at 20% of the usual fatigue rate thanks to the robot exoskeleton.
Leaping: The robot can leap up to 15 feet (4.6 m) straight up
or across.
Underwater Capabilities: Not designed with underwater operations
in mind, the suit has very poor mobility underwater. The best it can do
is walk along the bottom at 10 mph (16 kph). Losing even half of its M.D.C.
will allow water to leak into the suit and fill it in a matter of minutes,
drowning the pilot.
Flying: Not possible without a jet pack.
Maximum Effective Range: TW Electric Engine. 15 P.P.E. nets you 1000 miles (1600
km) or one month of constant operation.

T.W. Converted Water Cannon: Mounted in the same place as
the water cannon in the conventional model, it is simply a conventional
water cannon converted to Techno-Wizardry to eliminate the need for an
external tank. While most useful for battling vampires, it is also useful
for firefighting roles.
Weight: 11 lbs (5.0 kg), no need for an external tank.
Maximum Effective Range: 300 feet (91.5 meters)
Damage: Special: 3D6X10 H.P. to Vampires and other creatures
vulnerable to water. It can also be used to knock people off their feet
(33% chance).Rate of Fire:Single shot only
Payload: 20 blasts for 10 P.P.E.

T.W. Forearm Mounted Pneumatic-style Bolt Launcher: This
pneumatic-style launcher is similar in appearance to a small spear gun
and it is mounted on the right forearm. The launcher propel either normal
wood-tipped bolts or special "seeking" bolts that search out the heart
of the targeted vampire. To activate the seeking function requires an extra
2 P.P.E.
Weight: Not Applicable, part of the suit
Maximum Effective Range: 300 feet (91.5 meters)
Damage: 3D6 S.D.C. to non-vampires and 6D6 hit point damage
to vampires plus it immobilizes them on a direct strike to the heart.
Rate of Fire:Standard
Payload: 30 bolts per 15 P.P.E., plus 2 P.P.E. for the seeking
function

Back Mounted Flare Launcher: In lieu of a water tank for
the cannon, the Techno-Wizard that came up with the modifications to this
suit thought a flare launcher with Storm Flares would work much better.
This weapon is also useful in the role of fire fighting.
Weight: Not Applicable, part of the suit.
Maximum Effective Range: See above.
Damage: Produces a sudden downpour starting from 2000 ft (609.6
meters) in the air and lasting 1D6 minutes. The radius of effect is a diameter
of 100 ft (30.5 meters) below the detonation point. This causes 4D6X10
H.P. to vampires for every half-melee round they are exposed to the rain.
Rate of Fire:Single shot.
Payload: Four flares.

Silver Spikes: These spikes were added on to various locations
of the armor to provide additional damage in hand-to-hand combat and to
help in defense by keeping vampires at bay. Spikes are located on the knuckles,
forearms, shoulders, around the neck, down the back, knees, shins, and
on the toes of the boots. These were also deemed more durable than the
wooden claws affixed to the normal version.
Effects: Adds 1D6 to hand-to-hand damage and allows the pilot
to use hand-to-hand combat against vampires. Also, unless a vampire makes
a called shot not to hit the spikes, they will take 1D4 hit points every
time they attempt to hit the vehicle.

Lightblade: This was added to give the suit a dual-purpose
weapon that could be used against non-vampires as well as be useful against
them. Can be clamped on either the left or right forearm when not in use.
Some fighters with paired weapons use two.
Maximum Effective Range: Melee weapon
Weight: 3 lbs (1.36 kg).
Damage: 1D4X10+8 M.D. to non-vampires, double hit point damage
to vampires, or double M.D. to other creatures vulnerable to light.
Rate of Fire:Not applicable.
Payload: Blade lasts eight (8) minutes per activation. Costs
20 P.P.E. to activate.

Globe of Daylight Cross Searchlights: Combines the properties
of both the dispersing properties of sunlight with the damaging properties
of the shadow of the cross. There are two of these mounted on the shoulders
of the suit. Unlike most of the other techno-wizard systems, this one requires
no P.P.E. to activate.
Maximum Effective Range: 25 feet (7.62 meters)
Damage: 2D4 per round of exposure to the shadow direct to H.P.
of vampires.

Hand-to-Hand Combat: As Power Armor: Basic, with the following
changes. Punch is 1D4 M.D., or 1D10 direct to H.P. Leap Kick is 1D6 M.D.,
or 2D6 direct to H.P.

Hand Held Weapons are often added to the suit's arsenal to
make it somewhat effective against other opponents, but are not a part
of the suit's standard equipment (other than the Lightblade).

Spells included in the Armor: All spells are cast as if they
are cast by an eighth level spell caster.

Armor of Ithan: 80 M.D.C. 10 P.P.E. to activate.
Ignite Fire / Fuel Flame: 11 total P.P.E. to activate.
Both of these are targeted on the bolts after impact, ensuring the
demise of any vampire struck in this fashion
Superhuman Endurance: 5 P.P.E. to activate, lasts 2 hours

Special Equipment:The Chipwell power armor does not have all the standard equipment of
most power armors.

Sensor Systems: The helmet is only equipped with basic visual, laser
targeting, telescopic, passive nightvision, and polarized lenses. It also
has a short-range radio system.

See The Invisible: Always active. Same as spell and used at will.
200 feet (61 meters) range. Can see forces, objects, and creatures which
can turn invisible, or are invisible. Can also see vaporous beings and
astral bodies.

P.P.E. Battery: 100 P.P.E., The battery regenerates at the rate
of 2 P.P.E. per hour normally, 10 P.P.E. per hour at a ley line, and 20
P.P.E. per hour at a nexus point.